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  #101  
Old December 17th, 2004, 05:53 PM
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Default Re: Fools Lament III (modded) - Recruiting Now!

Well I'd rather not restart, I dont see any need for it even if we do upgrade to v2.15.

I dont really want to have a 2 week+ pause either. So I would say we go to 72 hour quickhost. I am SURE everyone will manage to connect once every three days, or at worst, stale a turn!
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  #102  
Old December 17th, 2004, 10:56 PM

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Default Re: Fools Lament III (modded) - Recruiting Now!

I did notice there were 3 stales Last turn, including T'ien Ch'i who has yet to make a move in the game (I think).
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  #103  
Old December 18th, 2004, 12:38 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

Rather not restart, either.
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  #104  
Old December 18th, 2004, 02:47 AM

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Default Re: Fools Lament III (modded) - Recruiting Now!

Quote:
The Panther said:
I did notice there were 3 stales Last turn, including T'ien Ch'i who has yet to make a move in the game (I think).
I thought the first turn didn't host until everyone submitted.
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  #105  
Old December 18th, 2004, 10:07 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

About the Pangean treelord. Pangea doesn't start with a treelord. He didn't disappear. You never had one.
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  #106  
Old December 18th, 2004, 10:27 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

After messing with the map file I've figured the command adding the treelord in is erranous. It says [#commander "Treelord"].
The proper command is
[#commander "Dying Treelord"]. Or one of the other treelords.

There is no commander type called Treelord.
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  #107  
Old December 18th, 2004, 10:28 AM

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Default Re: Fools Lament III (modded) - Recruiting Now!

Quote:
ckfnpku said:
About the Pangean treelord. Pangea doesn't start with a treelord. He didn't disappear. You never had one.
Pangaea should start with a Treelord (at least in my original Nasty Edition setup). The only thing I can think of is that either:

a) Soapyfrog has removed it - which would be evil, as it is an important part of Pangaea's arsenal, but he is in charge

b) Zen's mod, which you are using, renames the Treelords such that no match is found on <commander "Treelord"> in the .map file, which would be a nasty incompatibility but easily resolvable for future games be editing the .map you are using
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  #108  
Old December 18th, 2004, 10:30 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

B it is.
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  #109  
Old December 18th, 2004, 10:32 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

Also, it looks to me like the map is set to victorypoints with this command
#victorycondition 1 7
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  #110  
Old December 18th, 2004, 10:42 AM
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Default Re: Fools Lament III (modded) - Recruiting Now!

Another thing. With the powerful treelords in this mod, who Pangaea will snatch all of, it might be reasonable to remove one or two sites in the Pangaean lands.
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